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(+1)

Excellent work!  Really enjoyed the game and love love love the dynamic music!  Obviously jam time constraints limit polish but I think having the music be persistent would have felt really good, literally just keeping the groove going, esp when just restarting a level (and probably doing a minimal version on the menu screen).

I did have the screen flash on but I'm partially colorblind so barely noticed it.  What I think the flash misses is that it only indicates the state and while audio is obviously the start of the show, having a visual indicated of the pending switch could have been really nice.  Some armchair design, maybe wheel spinning at tempo with a needle to really reinforce the timing.

Skimming the other comments, I also struggled with the controls.  Even with the sensitivity way down, it was super easy to fling myself across the map, and WASD was definitely too slow.  Click to move worked the best on my setup.  I think limiting the movement speed would have unified them; to me the modes almost could have been different games since they had such different characteristics.

The last suggestion would be to have the win state stand out from the loose state.  On one hand I like that failing doesn't rub it in your face, but it would be nice if winning had a bit more celebratory feeling to it.

It's probably taken me at least 15 min to write all this and I've been groovin' to it in the backround.

Thanks for playing!

Fun fact: you're the first person to have mentioned the dynamic music so far. It was a last minute addition, so I didn't think it would get much of a spotlight, but I'm surprised that it took this long for someone to mention it.

In the settings, I did add a turn indicator that tells you when it's your turn (not sure if it helped you) in case people couldn't use the screen flashing for whatever reason. But as you mentioned, it only tells you the state of the current turn, and something like a slider moving back and forth between two states that visually tells you how much time you have left until the turn switches would have been better. 

As for the controls, I do think limiting the speed for mouse move would have been the best option. I liked the mouse move because it allowed you to change between moving quickly and moving precisely on a dime. While I was aware of how easily you could cross the entire map in a single swipe, I wasn't sure how to fix it (I thought of slowing it down but I still wanted the sensitivity to be configurable). In hindsight, I'm not sure why I didn't think to just set a speed cal on the mouse move, because that's a really obvious solution.

It's funny that you mention the win state being similar to the lose state, because they actually use the same menu and functions (guilty as charged!). I made it so that everything stops when you lose (including the music) because I wanted it to be super unsatisfying. But I wasn't sure what to do for the win state, so I just made it do the same thing but changed the sound effect and let everything keep playing. Perhaps a more animated menu or some confetti might have done the trick?

(+1)

FWIW I didn't have any trouble with the timing it's more a suggestion on trying to get really immersive experience (which almost assuredly does help if someone is struggling with timing so I think I good idea), not that you need to be sold on that idea.

I think confetti is great solution, it's very clear and obvious but animations could do it too (or likely both).  Some other ideas (possibly in addition to) are giving the completion time, tracking those times and alerting for a new record; obviously more work but maybe you want to develop it/explore more ideas?  A less obvious but reinforcing could be that there is a "next level" and if you lose, it's greyed out but if you win it's active and green/has some sparkle/shine effect.  I think what you did of being able to select any level is 100% the right thing for a jam but in a bigger release having levels unlock could be the way to go.